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-rw-r--r--editor/plugins/material_editor_plugin.cpp39
1 files changed, 39 insertions, 0 deletions
diff --git a/editor/plugins/material_editor_plugin.cpp b/editor/plugins/material_editor_plugin.cpp
index 6b613c1bcc..4206733293 100644
--- a/editor/plugins/material_editor_plugin.cpp
+++ b/editor/plugins/material_editor_plugin.cpp
@@ -32,6 +32,7 @@
// Waiting for PropertyEditor rewrite (planned for 3.1) to be refactored.
#include "material_editor_plugin.h"
+#include "scene/3d/particles.h"
#if 0
@@ -456,3 +457,41 @@ Ref<Resource> SpatialMaterialConversionPlugin::convert(const Ref<Resource> &p_re
smat->set_render_priority(mat->get_render_priority());
return smat;
}
+
+String ParticlesMaterialConversionPlugin::converts_to() const {
+
+ return "ShaderMaterial";
+}
+bool ParticlesMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
+
+ Ref<ParticlesMaterial> mat = p_resource;
+ return mat.is_valid();
+}
+Ref<Resource> ParticlesMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) {
+
+ Ref<ParticlesMaterial> mat = p_resource;
+ ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
+
+ Ref<ShaderMaterial> smat;
+ smat.instance();
+
+ Ref<Shader> shader;
+ shader.instance();
+
+ String code = VS::get_singleton()->shader_get_code(mat->get_shader_rid());
+
+ shader->set_code(code);
+
+ smat->set_shader(shader);
+
+ List<PropertyInfo> params;
+ VS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
+
+ for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
+ Variant value = VS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
+ smat->set_shader_param(E->get().name, value);
+ }
+
+ smat->set_render_priority(mat->get_render_priority());
+ return smat;
+}